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Messages - chickendude

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181
ASM / Re: Link Port help
« on: September 15, 2014, 08:34:13 am »
You can set up your own IM 2 interrupt which will also bypass TI's interrupts, but if you don't need your own interrupt just disabling it should be fine. I dunno if there's a system flag somewhere that handles that. It's also probably best to try to avoid OS routines as much as possible when messing with the link port unless you know they don't mess with the interrupts.

182
TI Z80 / Re: HYBRID (8X+)
« on: September 15, 2014, 07:54:24 am »
This sounds really great! I wrote a reply a week ago but i guess it didn't get sent (China's GFW). Having all that RAM available would be great, i really don't like writing apps so having a huge space available for execution (and not having to mess with page swapping) sounds amazing :D

What's left to be done before it's ready to actually run/load programs?

183
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 23, 2014, 11:43:43 am »
I didn't mean much work, i meant much processing time. There are only a couple objects on screen and the maps are relatively small. There should be enough processing time left over for all the fancy stuff you were talking about, like grabs, items, etc. I imagine the zoom changes all that, though :P

184
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: August 23, 2014, 11:12:30 am »
Hayleia, this is amazing. I've often thought that SSB would be perfect for the calc, especially if you've only got two or three characters there's not a whole lot of stuff to do. But i never even thought about adding in zooming, that's a great idea and i'm surprised how well it really turned out. I hope you keep working on this, great work so far!

185
[FR] Hors-Sujet / Re: Traductions à la con(combre)
« on: August 08, 2014, 10:13:20 pm »
Merci pour les traductions, DJ ! Et il me semble que l'érreur de traduction dans la 6ème image n'est peut-être pas avec la version française mais avec l'anglaise. Ou bien les français s'en servent autrement ;)

Quant à Google Play, je crois que la plupart du temps il s'agit d'une traduction de Google Translate et pas d'une "vraie" localisation, puisque parfois on y trouve des traductions vraiment bizarres...

@Hayleia, je crois que depuis la dernière mettre à jour du site le lien dans ta signature ne marche plus ("your last +1s")... :/

186
TI-Nspire / Re: [Ndless] nKaruga
« on: August 08, 2014, 12:01:16 pm »
This is looking amazing, i love the explosions and points. The laser looks cool, too, though it feels like it's just cut off at the end.

187
ASM / Re: binpac8x problem
« on: August 05, 2014, 01:22:29 pm »
Wow is $ a three-stroke character on German keyboards? With my Spanish keyboard # is more annoying since you've got to use AltGr. What is a real pain on the Spanish keyboard is typing [] and {}, still just AltGr + the key, but they're in a weird spot. Luckily i don't have to worry about that with z80 ;) Also, i'm pretty sure you can suffix hex numbers with an h (FFh), though i've always used $ so it's not an issue for me.  I really don't care for the 0x format (or the ampersand). Anyway, # just makes me think of an immediate value.  And i guess that's true about spasm's formatting, for some reason i didn't think you were using the same code base across different platforms.

And for some reason i thought you were Dutch  :-X

188
ASM / Re: binpac8x problem
« on: August 03, 2014, 11:18:39 pm »
Yeah, i think Devpac8x was strictly for the 83+ and BinPac8x was a sort of Devpac-solution for newer OSes, since Devpac was a 16-bit program. I have used spasm to make 82 and 83 programs (i've had trouble with nostub 83 programs though since it compresses everything), i haven't tried assembling anything for the 86 though. I imagine it'd work.

Btw, have you mentioned this to Kerm (over at Cemetech)? I think Kerm would like to know if there are issues using it for other calculators and would probably help fix it.

Also, i'm curious what you didn't like about spasm. I think it's great, it's got a powerful macro system, it's super fast, and all you have to do is type "spasm prog.asm prog.8xp". The only thing i wish it had was a (better) processing of order of operations. As it is you have to make sure you use parentheses when doing multiplications and divisions.

189
TI Z80 / Re: [Axe] Source Seekers Battle (TI-83+ & up)
« on: August 01, 2014, 09:31:09 am »
If you post a demo of what you've got, anyone can take a screenshot for you. But if you've got a GraphLink cable (or silver cable, whatever the USB cable's called these days) you can take your own screenshots on WabbitEmu, TilEm2, PindurTI, etc.

190
ASM / Re: Mimas and ASM
« on: July 30, 2014, 06:25:45 pm »
But please don't give up on assembly so quickly! I've never used Mimas, i always program on a computer, but if you have any questions feel free to ask and we'll gladly answer them/help you get started with assembly. Once you figure out how to assemble programs (much easier these days than in the late 90s/early 00s) and get the basics down (registers, bit manipulation, indirection) it's all smooth sailing from there. Assembly is different, but i wouldn't say that it's any harder than any other programming language. Especially not for something as relatively simple as a z80. For me personally it's easier to read z80 code than C code or TI-BASIC code.

191
Maximum Security / Re: Level designers
« on: July 28, 2014, 08:39:50 pm »
I'd like to play around with it and see what i can come up with :)

192
I think cutscenes or just little introductory text screens before/after each level would be nice. "You wake up and slowly open your eyes. Wait a sec, why are the sheets wet? Did you...? [game starts]" You could also add text that pops up in-game, for example after hitting a switch or something. Adding a place for text seems to be the most obvious way to incorporate a story...

193
ASM / Re: Learn Hex/NikProgrammer
« on: July 28, 2014, 08:33:39 pm »
The best thing you can do in my opinion is start with a couple small projects and gradually go from there. Really once you get the concept of spriting and tilemapping down there's a whole lot you can do. And of course ask lots of questions. Smaller projects are much more encouraging as you will actually finish them, most (but definitely not all) larger projects remain unfinished or, as was the case with The Verdante Forest, end up burning you out and making you leave the community once the project is actually finished ;) Off topic a bit, i really wish Maarten/Kozak had released the source, i would've liked to try fixing the huge lag when there are lots of animations on screen.

194
This looks great (it's been looking great for a long time now, though ;) ), i can't wait to see it finished! I still really love the bubbles in the air-meter :D

EDIT: Also, do you have a release with the embedded level editor for us? And can the levels we make be loaded/progress from one level to another (ie. be beaten)?

Also, embezzlement might be a nice crime to tie together the picking up coins concept.

195
TI Z80 / Re: [Axe] Source Seekers Battle (TI-84+ & up)
« on: July 28, 2014, 12:03:53 am »
It sounds like a nice first Axe project, can't wait to see what you come up with. I also don't think you'll have any trouble getting it to run on the 83+, i don't think you'll really need the extra speed.

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